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Thief. Cunning, nimbleness, stealth: these are the hallmarks of
Thieves. Whether they turn their talents against innocent
passersby and wealthy merchants or oppressors and monsters
is a choice for each Thief to make. For good or ill, all
Thieves are skilled pilferers.
Hit Dice: d6
Ability for Dual-Classing: Dexterity
Alignment: Any other than Lawful Good
Features:
Set Snare |
Level |
Effect |
1-10 | 2d8+5 missile damage |
11-15 | 2d8+5 missile damage, 2d6 poison damage per round
for the next three rounds |
16-20 | 3d8+5 missile damage, 4d8+2 fire damage |
21+ | 3d8+5 missile damage, 20 poison damage (no save),
slays target instantly (Save vs. Death with a +4 bonus
negates) |
- Weapons and Armor. The Thief may wear only Leather, Studded
Leather, and Hide Armor, and may not use any shield larger than a
Buckler. The Thief's weapons are limited to the following: Long Sword,
Short Sword, Katana, Scimitar, Dagger, Club, Quarterstaff, Crossbow,
Shortbow, Dart, and Sling.
- Proficiency. The Thief may achieve, but not exceed, Proficiency in any
weapon they can use, as well as any fighting style.
- Thieving Abilities. The Thief starts at 1st level with 40 skill points that
they can assign to any of the following skills: Open Locks, Pick Pockets,
Find Traps, Move Silently, Hide in Shadows, Detect Illusion, and
Set Traps. Every level thereafter, the Thief gains an additional 25 skill
points to assign to these skills.
- Backstab Multiplier. Starting at 1st level, any time the Thief makes
a successful melee attack while stealthed or invisible and standing
behind their target, the Thief's damage with that attack is doubled.
At 5th level, the damage is tripled instead. At 9th level, the damage is
quadrupled, and from 15th level onward the damage is multiplied by
five. Bonus damage from a high Strength score or other situational
bonuses are not multiplied in this way.
- Set Snare. Once per day, plus an additional time for every five levels in
this class, the Thief may lay a trap for enemies. With a successful Set
Traps check, the Thief lays down a device that will deal damage to the
next enemy that walks over it, as shown in the table to the right.
Kits (EE)
Assassin. The Assassin is a killer trained in discreet and efficient
murder, relying on anonymity and surprise to perform his
task.
Features:
Poison Weapon |
Level |
Effect |
1-4 | Target suffers 1 poison damage per second for 6 seconds
(save vs. death at +1 negates) |
5-8 | Target suffers 1 poison damage per second for 12 seconds
(save vs. death negates), and also immediately
suffers 2 poison damage (no save) |
9-12 | Target suffers 1 poison damage per second for 18 seconds
(save vs. death at -1 negates), and also immediately
suffers 4 poison damage (no save) |
13+ | Target suffers 1 poison damage per second for 24 seconds
(save vs. death at -2 negates), and also immediately
suffers 6 poison damage (no save) |
- Thieving Abilities. The Assassin starts at 1st level with only 30 skill
points, and only receives 15 skill points at every level thereafter.
- Deadly Skill. The Assassin gains a permanent +1 bonus on all attack
and damage rolls.
- Improved Backstab. Starting at 17th level, the Assassin's backstab multiplier
improves to x6; at 21st level, the multiplier increases to x7.
- Poison Weapon. Once per day, plus an additional use for every four
levels in this class, the Assassin can coat their weapons with a volatile
poison that lasts for five rounds. Each successful hit within the next 5
rounds causes a poison effect based on the character's level, as shown
in the table to the right. Each target can only be affected once per round.
Bounty Hunter. This Thief is historically a hunter of humanoid targets,
skilled in tracking quarry and bringing them back alive --
whether for lawful authorities or underworld masters.
Today, however, the Bounty Hunter's skills are more commonly
used to subdue enemies with traps to make them
easier to kill. Though there are still some bounty hunters
interested in bringing their targets back alive, most lack the
patience or the means to feed and escort their prisoners.
Instead, they have honed their trap-making abilities well
beyond those of the average Thief; a creature unfortunate
enough to encounter one of these mechanisms will find
themselves debilitated and maimed, if not killed outright.
Set Special Snare |
Level |
Effect |
1-10 | 3d8+5 missile damage, slows target for
5 rounds if a Save vs. Spell with a -4
penalty is failed |
11-15 | 4d8+5 missile damage, holds target for
5 rounds if a Save vs. Spell with a -1
penalty is failed |
16-20 | Effects of Otiluke's Resilient Sphere
spell on the target for 7 rounds if a
Save vs. Spell is failed |
21+ | Effects of Maze spell on the target |
Features:
- Thieving Abilities. The Bounty Hunter gains a permanent +15% bonus
to their Set Traps skill. However, the Bounty Hunter only receives 20
skill points to assign at each level beyond 1st level.
- Set Special Snare. Once per day, plus an additional time for every five
levels in this class, the Bounty Hunter may set an additional trap that
is different from the Thief's normal traps, as shown in the table to the right.
Shadowdancer. Shadowdancers harness the power of magic to increase
their stealth abilities. Enigmatic and dangerous, these
uniquely skilled Thieves blend seamlessly into the shadows
in ways that a normal Thief cannot. They strike without
warning, sometimes with supernatural speed.
Features:
- Backstab Multiplier. The Shadowdancer's backstab multiplier is reduced
by one. Thus, the Shadowdancer has no multiplier at 1st level;
at 5th level their multiplier is x2; at 9th level their multiplier is x3; and
at 13th level their multiplier is x4.
- Hide in Plain Sight. The Shadowdancer may attempt to use the Stealth
ability even while being observed.
- Shadowstep. Once per day, plus an additional time for every five levels
in this class, the Shadowdancer may step through the Plane of Shadow
to move a short distance. In essence, the Shadowdancer is affected by
the Time Stop spell for seven seconds, during which time the Shadowdancer
can do nothing but move.
- Slippery Mind. The Shadowdancer gains a permanent +1 bonus to all
Saving Throws.
- Alignment. The Shadowdancer's alignment may not be lawful.
- Thieving Abilities. The Shadowdancer starts at 1st level with only 30
skill points to assign to thieving abilities, and receives only 15 skill
points at every level thereafter.
- No Set Snare. The Shadowdancer may not use the Set Snare ability.
- Dual-Classing Restriction. The Shadowdancer's primary abilities for
dual-classing are Strength, Dexterity, and Charisma.
Swashbuckler. This rogue is part acrobat, part duelist, and part wit: the
epitome of charm and grace.
Features:
- No Backstab. The Swashbuckler does not benefit from a Backstab
multiplier.
- Combat Bonuses. The Swashbuckler gains a permanent +1 bonus to
Armor Class at 1st level, which improves by one for every five levels
in this class. In addition, they gain a permanent +1 bonus to all attack
and damage rolls starting at 5th level that also improves by one for
every five levels in this class.
- Specialization. The Swashbuckler may achieve, but not exceed, Specialization
in any melee weapon they can use, as well as any fighting
style. They may achieve Mastery in Two Weapon Style.
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